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So I did a search and didn't find what I was looking for. The most related topic was posted on last 10 months ago, and didn't cover exactly what I wanted. So hear goes.
I am planning my army and I already have 2 Shooting fexes of the 188 point variety. This leaves me with two or three more slots for fexes. (One heavy as I don't like Biovores or Zoans) and two elites (third elite is lictors; while an HQ spot is saved for warriors).
So I have decided I am going to have 3 more fexes. One of them will be the OOE model, and the other two will be the new fex model. Now my problem is that I don't know how to equipt the three fexes (as in shooty or assaulty; I know what the shooty will have and what the asssaulty will have). So my list includes a Flying Tyrant, Lictors, assaulty Warriors, Gargoyles, Genestealers, and Fexes. I just don't know where to go with the smaller fexes and here is why...
Devil Fex -- The range is nice, but assuming it can shoot every turn (which it probably can't) it is not very cost effective against troops. If you are shooting marines you will likely hit 3 wound 3, and force one failed save. Over six turns that is only 6 dead marines, that is only 90 points of course of the game. With Gargs, the flyrant, lictors, and the new speed of genestealers if is possible that it can't shoot on turn one (range), can shoot on turn two, can't shoot on turn three (gargs are fast), can't shoot on turn four stealers are in combat by now, and by turns five and six it can pick a combat the you just lost and shoot the enemies before they can find solice in a new fight. Hopefully by the end of the game it can assault something, but with just two attacks it will likely only kill one thing. The only real benefit to having this fex in my opinion is that it can take down some light armored vehicles, but with only glancing hits that can be rough sometimes too.
Scything miasma fex -- The ultimate problem with this guy is that he is slow as molassas in the minnesota winter. Some games he will get into combat by turn four, most games by turn five, and against someone who is mean nasty and good might not even see the enemy. If he gets into CC he is just as effective against marines as all other armies so when the shooty fex excels because he is killing orks this guy treats them just like marines that only cost half as much making it difficult to get his points back. However because I mostly fight marines he needs to kill 8 of them to get his points back; that means if he kills 2 per assault phase he needs to be in assault for both phases on turns five and six to break even. Now because of the speed of Gargoyles, tyrants, and Stealers the line of scrimage (as football season is coming up) is going to be pushed onto their side so he is going to need to go a long way.
What it comes down to is that I am going to build two of one fex and one of the other and I would like to know which I should have more of? When I read the cons I am starting to think that I should just leave them all at home, but I already have most of the parts so what do you guys think I should do?
You're underestimating the capabilities of the dakka fex (2xtl-dev's with enhanced senses). First off, you're shooting 8 shots with rerolls, which means you're going to hit 6 times on average... At str6 with rerolls, you'll likely do 6 wounds, causing 2 to fail every time. Or, if you see a LST, you'll cause on average 3 glancing hits (more than enough to drop it). Sure, you'll be out of range on turn 1 unless the enemy foolishly approaches you, but after that, it's open season.
Also, since it's a monstrous creature, it can draw line of sight over assaults not involving other size 3 models.. So you're initial combat rush won't block it from shooting units further back.
Your math is off. Remember that the Devs are both Twin-Linked and have Living Ammo, which will cause double the wounds that you give them credit for. That's quite good, against Marines. Also remember that their job isn't to just shoot - they make for great mobile terrain, and can absorb a large amount of firepower.Originally Posted by nichodemus10
Aye, the devilfex is probaly the most cost-effectieve elite fex you can get.
You really appreciate them when your up against GEQ.
I agree the devilfex is by far more usefull but it doesn't mean the other isn't good. I usually play 2 devilfexes and one scything wich comes in handy against space marines with hth armies.
Devil fexes are grossly undercosted for what they can do, they're far far too cheap. I feel dirty and wrong for taking them, but it like so many other naughty things - it feels so good. Having a non AP weapon clear out a squad of marines is very very satisying.
I'm actually quite a fan of the 'Ninja fex' (2 Scything talons, miasma, WS optional: tusked, daemonic essence and spine banks).
As Caluin suggested, living terrain which will attract lots of fire power, it's cheap, and if it hits enemy lines then it's bound to squish at least something.
Another tactic I've used that works with CC fexes is keeping them occupied in waves. First the hormagaunts, raveners, rippers - anything fast. By the time the fex gets there, it's too late to shoot at him. I'll admit this requires a certian amount of luck with deploying.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric